From 714c500fa95835170ced6555616ea7bc074c84b4 Mon Sep 17 00:00:00 2001 From: fredb Date: Sat, 10 Apr 2010 14:35:02 +0000 Subject: [PATCH] Use quality level inside urban fragment shader --- Effects/urban.eff | 6 ++++++ Shaders/urban.frag | 29 ++++++++++++++++------------- 2 files changed, 22 insertions(+), 13 deletions(-) diff --git a/Effects/urban.eff b/Effects/urban.eff index 0e67c25f9..ab95140dd 100644 --- a/Effects/urban.eff +++ b/Effects/urban.eff @@ -5,6 +5,7 @@ 0.008 0.75 0.59 0.05 + /sim/rendering/quality-level 15 @@ -111,6 +112,11 @@ float-vec3 night-color + + quality_level + float + quality-level + diff --git a/Shaders/urban.frag b/Shaders/urban.frag index a8881becc..83cc7c37f 100644 --- a/Shaders/urban.frag +++ b/Shaders/urban.frag @@ -17,15 +17,13 @@ uniform sampler2D BaseTex; uniform sampler2D NormalTex; uniform float depth_factor; uniform float tile_size; +uniform float quality_level; uniform vec3 night_color; -const float zFar = 120000.0; -const float zNear = 100.0; +int linear_search_steps = 10; float ray_intersect(sampler2D reliefMap, vec2 dp, vec2 ds) { - const int linear_search_steps = 10; - float size = 1.0 / float(linear_search_steps); float depth = 0.0; float best_depth = 1.0; @@ -59,6 +57,9 @@ float ray_intersect(sampler2D reliefMap, vec2 dp, vec2 ds) void main (void) { + if ( quality_level >= 3.5 ) { + linear_search_steps = 20; + } vec3 ecPos3 = ecPosition.xyz / ecPosition.w; vec3 V = normalize(ecPos3); vec3 s = vec3(dot(V, VTangent), dot(V, VBinormal), dot(VNormal, -V)); @@ -77,17 +78,19 @@ void main (void) vec3 l = gl_LightSource[0].position.xyz; vec3 diffuse = gl_Color.rgb * max(0.0, dot(N, l)); float shadow_factor = 1.0; -/* + // Shadow - dp += ds * d; - vec3 sl = normalize( vec3( dot( l, VTangent ), dot( l, VBinormal ), dot( -l, VNormal ) ) ); - ds = sl.xy * depth_factor / sl.z; - dp -= ds * d; - float dl = ray_intersect(NormalTex, dp, ds); - if ( dl < d - 0.05 ) - shadow_factor = dot( constantColor.xyz, vec3( 1.0, 1.0, 1.0 ) ) * 0.25; + if ( quality_level >= 3.0 ) { + dp += ds * d; + vec3 sl = normalize( vec3( dot( l, VTangent ), dot( l, VBinormal ), dot( -l, VNormal ) ) ); + ds = sl.xy * depth_factor / sl.z; + dp -= ds * d; + float dl = ray_intersect(NormalTex, dp, ds); + if ( dl < d - 0.05 ) + shadow_factor = dot( constantColor.xyz, vec3( 1.0, 1.0, 1.0 ) ) * 0.25; + } // end shadow -*/ + vec4 ambient_light = constantColor + gl_LightSource[0].diffuse * vec4(diffuse, 1.0); float reflectance = ambient_light.r * 0.3 + ambient_light.g * 0.59 + ambient_light.b * 0.11; if ( shadow_factor < 1.0 )